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Shallow Grave

Hello Hive,
i made another 1v1 map with the TFT Human Campaign Tileset from the first two Missions.
I tried using Northrend Tileset but it just didnt come together.

The goal was to create a rock solid map with nothing out of the ordinary, i think i achived that here.
Its has established creeps, item drops and all the neutral buildings you would expect.

Have Fun :)


General Info:
Playable Size: 96x96
Players: 1v1
Neutral Buildings: 2 GoblinLabs, 2 Shops, 2 Mercs, 1 Tavern
Goldmine: 6 with 12500
Creepcamps: 6 green, 10 orange, 2 red

Creepinfo:
Green:
  1. LvL7: LvL1 perma
  2. LvL8: LvL2 charged no LS
  3. LvL9: LvL2 perma
Orange:
  1. LvL10: LvL2 perma, lvl1 power
  2. LvL15: LvL3 perma, lvl1 power
  3. LvL16: LvL3 charged, lvl1 power
  4. LvL17: LvL4 perma
  5. LvL19: LvL4 charged, lvl2 power
Red:
  1. LvL23: LvL5 perma, LvL2 power

Update: 9.5.2020

- opened up the area infront of the murloc creepcamp


Update: 19.10.2020

- new creeps for the lvl 19 creepspot
- removed watcherward and rune of healing from the shopcreepspot and redspot
- changed creepcomposition at the first 2 greenspots to lvl8 and lvl9 from lvl6 and lvl10
- changed the merc creep from sasquatchoracle to troll lvl6 and item drop from 3 perma to 3 charged
- removed most pathingblockers and smoothed out the edges to allow clear unit movement
- added bigger mapborders
- placed shop creepspot further back to prevent creep aggro

Update: 21.10.2020

- replaced ogre lvl7 with sasquatch lvl 7 at the red spot
- minor things


Update: 11.03.2021
- Updated Creepspots and Itemdrops
- small visuals
Contents

Shallow Grave v1.1 (Map)

Reviews
mafe
This is a good map overall, but a few details are questionable/buggy. In general the layout is good, the creeps and items are balanced. It also looks very good. Typically, there isn't much to say about things that are well made. What should be fixed...
JaleVeliki
I like the map, would play it on ladder, highly standard map. My feedback is: - I would replace 1-2 trolls at Red expo with 1-2 Trappers, since it's kind of easy(?) to farm this with couple air units - elementals are magic immune for frost armor as...
mafe
Only looking at the points raised in the previous posts, the core issues are fixed and/or explained. Therefore map approved.

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
This is a good map overall, but a few details are questionable/buggy. In general the layout is good, the creeps and items are balanced. It also looks very good. Typically, there isn't much to say about things that are well made.
What should be fixed or at least reconsidered is the following:
-At the eastern lab, shredders and sappers will be stuck.
-Also at the labs, the wizard cannot cast frost armor on the elementals due to them being immunie to magic. This makes the camps slightly weaker than it is "supposed" to be Is this intended?
-Also at the lab and some other locations, there are chokepoints which are slightly more narrow than on the standard ladder maps. Melee-based armies disapprove.
-The map is "melee (latest patch)" for no reason. It could be "default...", and just in case, reset the triggers to make it "Melee map: Yes in the bottom right corner".
-The creeps on the expansion should not be on camp stance.
-With the expansion creep on normal aggro range, the targets for AoW-Creeping seem somewhat suboptimal, as the creeps at the merc camps seem to be too strong. Maybe at 1-2 trees near the 3-1-1-1 wizards close the potential building location for the AoW.
-The wizards in front of the base and the southern 3-1-1 kobold spot could accidentially attack players units, even though it is unlikely. Technically it could also happen at the shop, but I can imagine a realisitic situation where it might happen before some creeps the shops.

So... due to the units-stuck-at-lab-Bug and the creeps at the expansions, the map needs to go to Awaiting update. Everything else is optional, but I'd like to hear your thoughts anyway.
 
Level 14
Joined
Sep 4, 2018
Messages
140
I like the map, would play it on ladder, highly standard map.

My feedback is:
- I would replace 1-2 trolls at Red expo with 1-2 Trappers, since it's kind of easy(?) to farm this with couple air units
- elementals are magic immune for frost armor as Mafe pointed out, and I dunno how strong Frost Nova is for 1v1 creeps
- the left side choke south of Goblin Lab is slightly more closed off than on the other side, the right side feels better.
VISUALS:
- I'd remove the Guard tower 'doodads' for avoiding possible confusion among new players
- I'd put some doodads on the other side of bridges to signal that that area is unpathable
 
Level 12
Joined
Mar 10, 2019
Messages
85
Thanks for giving me some feedback :)

- fixed the lab positions and opened the entrance a little bit
- pushed the green wizard and the green kobold spot a little bit back
- changed it to melee map: yes
- expansion creep camp is not on camp stance anymore
- changed the texturing to allow for more aow building positions
- removed the guard towers
- put some doodads behind the bridge
- removed some trees to open up the choke at the goblin lab
- overall texture and doodad work

I used the lvl 3 Wizard because another lvl 4 elemental would push the camp to lvl 20 making it a red spot. if you look at it from a lore perspective he basically summoned the elementals before we as a player arrive.
A golem creepspot would make sense aswell but we dont see water elementals as much so i would like to keep them.

The red spot is from Turtle Rock, i think that makes it viable as is :D
 
Level 29
Joined
May 21, 2013
Messages
1,635
I quite like the tile-mixing of this map. Village tiles and sunken ruins ones.
the doodads used also makes the map very live.

edit:
it would be good to have the full map overview, advanced-view entire map- screen, please.
 
Last edited:
Level 12
Joined
Mar 10, 2019
Messages
85
based on feedback i got from the meleemapcontest / Tenshi's feedback video i changed some things.

- new creeps for the lvl 19 creepspot
- removed watcherward and rune of healing from the shopcreepspot and redspot
- changed creepcomposition at the first 2 greenspots to lvl8 and lvl9 from lvl6 and lvl10
- changed the merc creep from sasquatchoracle to troll lvl6 and item drop from 3 perma to 3 charged
- removed most pathingblockers and smoothed out the edges to allow clear unit movement
- added bigger mapborders
- placed shop creepspot further back to prevent creep aggro
 
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